CCollisionEvent::CCollisionEvent
0x00779ea0 · 405 bytes · __thiscall
_ZN15CCollisionEventC1Ev
Decompiled
undefined (1 param)
/* CCollisionEvent::CCollisionEvent() */
void __thiscall CCollisionEvent::CCollisionEvent(CCollisionEvent *this)
{
*(undefined ***)this = &PTR_PreCollision_00cb10c8;
*(undefined ***)(this + 4) = &PTR_ShouldCollide_00cb1118;
*(undefined **)(this + 8) = &DAT_00cb1134;
*(undefined4 *)(this + 0xbc) = 0;
*(undefined4 *)(this + 0xc0) = 0;
*(undefined4 *)(this + 0xc4) = 0;
*(undefined4 *)(this + 200) = 0;
*(undefined4 *)(this + 0xcc) = 0;
*(undefined4 *)(this + 0xe4) = 0;
*(undefined4 *)(this + 0xe8) = 0;
*(undefined4 *)(this + 0xec) = 0;
*(undefined4 *)(this + 0xf0) = 0;
*(undefined4 *)(this + 0xf4) = 0;
*(undefined4 *)(this + 0xf8) = 0;
*(undefined4 *)(this + 0xfc) = 0;
*(undefined4 *)(this + 0x100) = 0;
*(undefined4 *)(this + 0x104) = 0;
*(undefined4 *)(this + 0x108) = 0;
*(undefined4 *)(this + 0x10c) = 0;
*(undefined4 *)(this + 0x110) = 0;
*(undefined4 *)(this + 0x114) = 0;
*(undefined4 *)(this + 0x118) = 0;
*(undefined4 *)(this + 0x11c) = 0;
*(undefined4 *)(this + 0x120) = 0;
*(undefined4 *)(this + 0x124) = 0;
*(undefined4 *)(this + 0x128) = 0;
*(undefined4 *)(this + 300) = 0;
*(undefined4 *)(this + 0x130) = 0;
*(undefined4 *)(this + 0x134) = 0;
*(undefined4 *)(this + 0x138) = 0;
*(undefined4 *)(this + 0x13c) = 0;
*(undefined4 *)(this + 0x140) = 0;
*(undefined4 *)(this + 0x144) = 0;
*(undefined4 *)(this + 0x148) = 0;
*(undefined4 *)(this + 0x14c) = 0;
*(undefined4 *)(this + 0x150) = 0;
*(undefined4 *)(this + 0x154) = 0;
*(undefined4 *)(this + 0x158) = 0;
*(undefined4 *)(this + 0x15c) = 0;
this[0x164] = (CCollisionEvent)0x0;
*(undefined4 *)(this + 0x160) = 0;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.